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Found 18 results

  1. [SOLVED] Derived custom material sometimes crashes.

    Hello, we have a custom Material with a custom Shader and a Unigine::ObjectDynamic with custom attributes. Sometimes Engine::do_render() function will halt when call to RenderState::setMaterial(int pass, Material * mat) Line 216 happens with following Error code. Unhandled exception thrown: read access violation. texture-> was 0xFFFFFFFFFFFFFF3F. We update the texture in this material frequently with a new image. What can cause this crash? If it helps I can provide a crash dump. We are runnin 2.14.1 Thanks, Sebastian
  2. We run into a problem with an AMD Radeon RX 6800 graphics card when shutting down our application. When we call Unigine::Engine::init with our own created opengl context the next call to "wglDeleteContext(m_context);" crashes in the graphics driver. When we are not calling Unigine::Engine::init we are able to destroy the opengl context normally. This happens with Qt Opengl Context and build from scratch Windows OpenGL context. We don't know what is happening in the init call with te opengl context, but maybe you can tell us? NVidia graphics cards work. Thanks.
  3. Unigine closes when loading DEMO. any DEMO project that you try to open to edit the Program closes. in any version of the program, I currently use the latest version. 2020 Please what could be the problem as I reinstalled, I changed the installed unit and saved the project and nothing has changed.
  4. Hi all, I've encountered a crash when parenting a WorldCluster to a terrain/plane. When I press generate the cluster would hang on generating. The following error message is displayed in the console: Variable::getIntSafe(): can't convert extern class to int This is the structure of the nodes: The crash occurs in version 2.5
  5. with unigine 2.7.1 qt frame after set the D3d11AppQt as sub widget of other widget (the crash bug will not occure in center widget),and start the engine , unigine will get crash over here. after debuging ,find that there was called QApplication::processevent when in setVideoMode function in AppQt when an engine object initialization, the processevent will call the timerEvent. however ,in that time, engine object just do not finish it's initialization, then do the update will cause crash. below is my resolution to fix that.
  6. Original post: Actually, i just noticed that adding ANY object to the world instantly crashes the editor, even creating primitives. It's funny, i made a project previously where there was no problem adding objects, but now nothing works anymore. EDIT: Reinstalled SDK and restarted computer. Deleted old project and created a new one inside Documents\UNIGINE Projects\. Loaded the default created world file with the material ball. Still crashes whenever i try to create anything. The last listed event in the editor log is loading the scene.
  7. Remove physics shape crashes Editor2

    Hi, In my case I cannot delete Physic shape from Rigid body. It's crashes Editor2 e.g.: I cannot replicate this problem at new scene. But it stays for me even without any implemented code or script. It's happens even for a new world. So it may be related with my updating project for new version of SDK.
  8. Hi, I observed that in some cases changing a param for properties inherited from node_base crash Editor2. This happens if you have multi-level inherited properties like this: To crash editor I do following: 1. Edit global param value in Properties panel (not instance at Node level), 2. Save world, 3. Reload world by world_reload cause freeze of Editor2 (crash it). But it will works if you first reload world: 1. Reload world by world_reload, 2. Edit global param value in Properties panel (not instance at Node level), 3. Save world, 4. Reload world by world_reload - this time Editor2 will be not freezed.
  9. Hi, Test scene looks like (all nodes): I observed that when I make error in UnigineScript file eg. like that: int init() { Node node = notDeclaredFunction(name); } test.cpp (guid://dd963586682183e918186d544de6871dc2fc17e8):13: Interpreter::parse_expression(): unknown token "notDeclaredFunction" in "notDeclaredFunction( name)" expression World::loadWorld(): can't load "test.cpp (guid://dd963586682183e918186d544de6871dc2fc17e8)" world script which stops loading a world so my scene become black: it's clone my player (PlayerPersecutor nodes) in Scene (1) each time I reload world: and after a few times it's crashes Editor2 (below I provided top of my stack trace): and the error: I don't have source code of the engine to tell where exactly is the error. But I think that the problem is, that created player is not destroyed in the case of error in UnigineScript. This should be fixed ASAP.
  10. Hi ! I've just tried the new feature of Qt 5.10 witch is webgl streaming the Qt app to a browser without touching the code (just pass "-platform webgl" flag to the executable). For this I've tried to compile the Unigine's App/Qml sample with Qt5.10 to test it but (as expected) doesn't work. I have no idea if the problem comes from Unigine, from the integration or from Qt itself but I think this feature can be very interesting to have. I post here the steps to reproduce the crash if it can help : - Removed qt folder and qt.conf - Copy libUnigine_x64.so to the App/Qml folder - Run qmake from Qt 5.10 than make - Run the executable ./Qml -data_path ../../../../../ -data_path ./ -platform webgl - Browse to http://localhost:8080 than ... crash QObject: Cannot create children for a parent that is in a different thread. (Parent is UnigineItem(0x1aa2780), parent's thread is QThread(0x1a278c0), current thread is QSGRenderThread(0x1ab3790) (Any other apps that don't use Unigine are working fine)
  11. Hi, I observed that Editor2 crashes when I get runtime error e.g. make some operation at not existing object. I know that I should protect it in the code. But it is possible to just display error in console of Editor 2 instead crash entire Editor 2 ? Thank You
  12. Hi, I observed that Editor2 crashes from time to time when I modify fbx file stored in asset directory. Step to reproduce: 1. Save fbx file somewhere in asset directory. It should be automatically loaded into Editor2 (you will see it in logs - if no, then you should activate windows with Editor2 by clicking somewhere in it or you can just import it). 2. Make changes to fbx file by external application (I do some changes with skeleton, bones and skin) and save this file (it should be the same file as in point 1). 3. Give focus for Editor 2 by clicking somewhere in it. It will reload automatically changed fbx file. At this moment from time to time Editor2 crashes. If will not crash for you then you should after point 3 repeat again from point 2 then 3 ... 2,3,2,3, ... Usually it is enough to do it once, twice or just a few times to crash Editor 2. Thank you
  13. Hi, I observed that Editor 2 crashes after deleting reference to mesh (not existing, deleted mesh file - as a workaround to reimport it) from NodeReference (opened to edit): (fortunately change it is working correctly, Editor crashes only when I try to delete a reference).
  14. Editor crash issue

    Hi! Unigine editor crash when loading the world. The message is shown below. Assertion failed: num >= 0 && num < states.size() && "Material::check_state_conditions(): bad state number", file engine\render\Material.cpp, line 3223 Thanks!
  15. 2.3.1 or 2.3: 1:create a expression node 2:paste to expression { float x=1.0f; float y=2.0f; } 3:clone this node by shift + mouse move 4:change the cloned expression node x value to 0.5f; 5: crash
  16. [SOLVED] Crash in nvwgf2umx.dll

    Hi, something odd today... I started up my app and it now crashes in nvwgf2umx.dll, which is part of the NVidia drivers. No code changed. I tried rebooting my computer. I tried installing the latest driver. I tried reverting to previous versions of my code that I know worked previously. So far nothing has worked. Have you seen this type of problem before or have any suggestions? I see lots of chatter online about this same type of crash but so far none of their suggestions have worked. Demos in the sdk browser work ok for me. It crashes in my very first call to enginePtr->update(); Thanks.
  17. The unigine (2.2.1 linux Sim src) editor and projects always crash on startup. This happens both when launching them from command line and from the SDK Browser, both for existing and newly created empty projects. I have tested on two different machines with different linux distributions (OpenSUSE Leap 42.1 and CentOS 7), it happens on both. Both of them have working NVidia drivers installed. The problem also occurs with the Valley Benchmark demo too. I send attached the console output generated when running from command line, there is not much to work on in there, just a "Received signal SIGSEGV, invalid memory reference" at the end. (EDIT) Everything works fine in 2.2 in both machines. The issue is only in 2.2.1 log.txt
  18. Here you will find a few simple tips on how to make your bug report better. The more full information you provide, the faster we find the issue and fix it! How to report a bug 1. Search the forum for the issue you encountered. If there is a topic with the same bug and you can add any helpful details (for example, as to environment in which it occurs or hardware configuration), post a message in it. If there are no topics on our forum that mention the issue you've encountered, create a new topic. 2. Always report one problem in each topic. This way, it's easier to keep track of the bugs and make sure none are left unanswered. Minimal description Minimal issue description should contain Reproduction steps. What you expected or needed to happen What you did in detailed step-by-step guide (see the example below) Or alternatively a video or set of screenshots that will show the whole steps required to reproduce this behavior What happened For example: Additional info If it is needed for explanation - you can add to your post following items: A video or screenshots that shows all the necessary steps A log files (log_*.txt). A call stack (in case of crashes) A minimal test scene for reproduction. But if you are 100% sure it's enough, you can simply share resources in question or at the very least, attach a screenshot (with a mark drawn to point out the problem). See details on each of these points below. Common log files locations Engine: <Project_Dir>/bin/log_*.txt Editor: <Project_Dir>/bin/editor_log*.txt SDK Browser 2.x (actual): Windows: %USERPROFILE%\AppData\Local\Unigine\browser\browser_*.log Linux: ~/.config/unigine/browser/browser_*.log SDK Browser 1.x (legacy): Windows: %USERPROFILE%\AppData\Local\UNIGINE_SDK_Browser\browser*.log Linux: ~/.local/share/UIGINE_SDK_Browser/browser*.log Engine log.txt file created on each launch of your application and stored in the project directory and older log files are being renamed to log_1.txt, log_2.txt and so on. Up to 4 log files can exists simultaneously. Log file by default located in: <Your_Project_Dir>/bin/log_*.txt <Your_Project_Dir>/bin/editor_log_*.txt To get maximum out of the log file, here is a couple of hints: Run debug builds (unless issue is only can be reproduced in release). In this case log file will contain detailed error messages (only valid for UnigineScript-based applications). Attach multiple log files to your message (since they may contain various error messages from time to time). Call Stack Sometimes you may observe an engine crashes. If you 100% sure that your code is valid and the engine itself is working incorrectly we may ask for additional information. A call stack allows to view the function or procedure calls that led to a crash. You can provide it: In a text format (preferable) As a screenshot of call stack window. Windows Run your application with debug engine (<your_app_name_x64d.exe) In Visual Studio go to Debug -> Attach to Process (Ctrl + Alt + P) Select your application in Available processes list and hit Attach Crash your application Copy the callstack contents and attach it to your report Linux Please ensure you have packages with debug symbols installed. Make sure the GNU Debugger is installed (all terminal commands are for debian-like systems): sudo apt-get install gdb Start the debug version of engine under control of gdb: gdb <main_x64d> 2>&1 | tee ~/gdb-<program>.txt (gdb) handle SIG33 pass nostop noprint (gdb) set pagination 0 (gdb) run <arguments, if any> If the engine must run as root, use sudo gdb instead of just gdb above. The program will start. Perform any actions necessary to reproduce the crash. If the program hangs but doesn't crash you can press CTRL+C in gdb while the program is frozen and then continue with the next step. Retrieve a backtrace: (gdb) backtrace full (gdb) info registers (gdb) x/16i $pc (gdb) thread apply all backtrace (gdb) quit Attach the complete output from GDB, contained in gdb-<program>.txt to your bug report. You will find the file in your home directory /home/<username>. Minimal test scene A minimal test scene is a project stripped down to essentials that cause a bug. There is no need to send us bin directory, just data and source (if required). To make the scene exporting process easier you can use built-in Editor feature that allows you to export specific files from the Asset Browser as a separate package. You can export your world, content, code and other required files into a separate standalone package, that can be later imported into Editor. In that case you only need to send us your single *.upackage file that will contain all the required assets for reproduction. Sometimes it's easier to create a new project and modify it slightly to get the minimal reproduction scene on default content. For large and NDA test scenes you can use our secure FTP server to upload the files: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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